Over the weekend, I revised my Unpub prototype of Monsoon Market the old-fashioned way, by hand. I cut, taped, glued, markered, and sleeved up this mess until it was a tight little package. What I realized from earlier tests is that I was testing too many variables at once.

Rarity: I had a weird multi-triangular distribution for resource cards, which pre-supposed rarity for certain resources. Four available at random in a starting market.

Demand: A randomized deck of Order cards which could be purchased with specific combinations of resources. Three of which are visible at any time.

Supply: Four random resource cards in each player's tableau at the start of the game.

I needed to streamline this a bit just so that the random shuffling and revealing of two separate decks provided the grease for the engine. That's a lesson from my recent play of Splendor, which was just nominated for an SdJ. Compounding that randomness with a weird distribution made things just a little too complicated without good justification for it. So here's the new setup.

Revised the Goods in Monsoon Market:

4x1 of four main goods with 1s as hybrids

3x2 of four main goods

2x3 of four main goods

1x4 of four main goods

2x3 leather

2x4 wood

Revised the Orders in Monsoon Market:

4xA. Bulk: Permanent Good and 1 pt; Silver 2 pts; Gold 3 pts

2xA/1xB. Bulk: Permanent Good; Silver: 1pt; Gold: 2 pts.

2xA/2xB/1xC. Bulk: Permanent Good; Silver: 1pt; Gold: 2 pts.

Most give a permanent good at bulk rate, 1pt at silver, 2pt at gold.

In addition, you get 1 pt for each pair of matching rates in your orders. My first test, I'm going to see if an endgame/victory condition of 7 points is reasonable. Theoretically, you could get it in two turns if you managed to buy two gold-rate 4xA Orders in a row.